Been a busy week, so I haven’t been able to dig into many of these projects. I did add my latest ‘class’ for Trinakum, though. I love this project so much and the roles/archetypes are a big part of that. Each of them is something I would find so much fun to play! This time around it’s the cool and cunning duelere.
Project Run down
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
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No progress.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Minor copy and paste which acts as intention setting for next week…
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No progress.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
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No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
Added my latest Fightere archetype, the Duelere. Their secondary ability is CUNNING. They are masters of the duel who win fights with skill and trickery. Imagine d'Artangion, Nikolai Dante and Spike Spiegal.
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DEULERE
CUNNING +2.
Increase one ability from 0 to 1.
Increase one other ability from 0 to 1.
Choose either two melee weapons or a melee weapon and a shield.
Level 1
Pick one of the following Duelere Moves: Parry, Counter, Feint, Flourish, Taunt, Trip, Disarm.
Parry: After you are targeted with a STRIKE, roll any amount of dice available and add CUNNING to the result. Add the total to you Defenses versus that attack only.
Counter: After you are targeted with an unsuccessful STRIKE, roll any amount of dice available, add STRENGTH and CUNNING to the result, and compare the total to the creature that targeted you. If you meet or exceed their defenses, deal Wounds depending on your equipped weapon/s.
Feint: Choose a target in range of your equipped weapon. Roll any amount of dice available and add CUNNING to the result. Subtract the total from the target’s Defenses when you next perform a STRIKE against them.
Flourish: When you take the STRIKE action, add your CUNNING to the dice roll.
Taunt: Choose a target that is aware of you. Roll any amount of dice available and add CUNNING to the result. The total is subtracted from the target’s next STRIKE, SENSE or CAST action.
Trip: After a successful STRIKE, instead of inflicting a Wound you can choose to knock your target Prone.
Disarm: After a successful STRIKE, instead of inflicting a Wound you can choose to force the target to drop a single held weapon.
Level 3
Pick a Duelere Move.
Level 5
Pick a Duelere Move.
Dueling combinations: After completing a Duelere Move, you may recall a single die spent during that action and then immediately use it on either a STRIKE or another Duelere Move. You may do this once per turn.
Level 7
Pick a Duelere Move.
Dueling combinations: You may use the Dueling combinations ability twice per turn.
Level 9
Receive all other unpicked Duelere Moves.
Coup d’grace: A successful STRIKE causes an extra wound for every Duelere Move that was completed prior to the STRIKE on this turn.
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
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No progress.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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No progress.
GIANT PINBALL
(Dungeon Crawl Classic Funnel set inside a pinball machine)
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No progress,
See you next week.